Items

A long time ago in a galaxy far, far away….

When Imperial scientists discovered that the Black Metal could be used to carbonize living being indefinitely, they also realized that they could trigger a dangerous side effect – a transmogrification process which replaced the subject’s skin with Black Metal. However, the mortality rate of this process was close to 100%, so the effects of a successful transmogrification wasn’t thoroughly studied until an Imperial Destroyer landed on the Wild World and managed to transmogrify an animal there. But the cost of this knowledge was high, as the beast continued to break free and kill off most of the crew. The rest died from the Black Death, which they had managed to contract during one of their exploration runs of the planet.

After someone have been carbonized inside a black metal container, four buttons are inserted into the metal slab. A green, red, blue and yellow button. The green button starts the transmogrification process, the red de-carbonizes the subject, the blue levitates the 2.000 pounds heavy slab, and the yellow button evaporates the slab, turning the subject into a permanent Black Metal statue with little hope of ever being returned into a living being again. However, evidence suggests that Black Metal statues (unlike mere carbonized subjects) are aware of their surroundings at all times, and could in theory become trapped in an eternal nightmare.

The Transmogrification Process:
To survive the process, you need to succeed 10 consecutive CON checks. The DC starts at 21 and increases by 1 until the last check at 30. If you fail a check, your body and the rest of the slab become a black liquid at first, before it evaporates totally. however, should you survive the 10 checks, your skin has been replaced with Black Metal, and you are permanently changed in the following ways:

You have become a construct subtype, and no longer need air or sustenance. You also stop aging and will never die of old age.
You can never wildshape, shapechange, polymorph or in any other way change your physical appearance.
You are immune to all effects which require a CON check.
+50 natural AC
You only take 10% physical damage.
you are immune to mind-affecting effects.
+50% MS/HS
You are impervious to non-epic spells and weapons.
You are not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion or energy drain.
Your natural attacks (bite not included) ignore armor, are treated as Ghost touch and deal structural damage (but do not ignore stoneskin or deal impact/crushing damage).

To First Mate Corus

From Captain Zanzibar

 

Fifteen men on a dead man’s chest

Yo ho ho and a bottle of rum

Drink and the devil had done for the rest

Yo ho ho and a bottle of rum.

The mate was fixed by the bosun’s pike

The bosun brained with a marlinspike

And cookey’s throat was marked belike

It had been gripped by fingers ten;

And there they lay, all good dead men

Like break o’day in a boozing ken.

Yo ho ho and a bottle of rum.

 

Fifteen men of the whole ship’s list

Yo ho ho and a bottle of rum!

Dead and be damned and the rest gone whist!

Yo ho ho and a bottle of rum!

The skipper lay with his nob in gore

Where the scullion’s axe his cheek had shore

And the scullion he was stabbed times four

And there they lay, and the soggy skies

Dripped down in up-staring eyes

In murk sunset and foul sunrise

Yo ho ho and a bottle of rum.

 

Fifteen men of ’em stiff and stark

Yo ho ho and a bottle of rum!

Ten of the crew had the murder mark!

Yo ho ho and a bottle of rum!

Twas a cutlass swipe or an ounce of lead

Or a yawing hole in a battered head

And the scuppers’ glut with a rotting red

And there they lay, aye, damn my eyes

Looking up at paradise

All souls bound just contrariwise

Yo ho ho and a bottle of rum.

 

Fifteen men of ’em good and true

Yo ho ho and a bottle of rum!

Ev’ry man jack could ha’ sailed with Old Pew,

Yo ho ho and a bottle of rum!

There was chest on chest of Elvish gold

With a ton of plate in the middle hold

And the cabins riot of stuff untold,

And they lay there that took the plum

With sightless glare and their lips struck dumb

While we shared all by the rule of thumb,

Yo ho ho and a bottle of rum!

 

More was seen through a sternlight screen…

Yo ho ho and a bottle of rum

Chartings undoubt where a woman had been

Yo ho ho and a bottle of rum.

‘Twas a flimsy shift on a bunker cot

With a dirk slit sheer through the bosom spot

And the lace stiff dry in a purplish blot

Oh was she wench or some shudderin’ maid

That dared the knife and took the blade

By God! she had stuff for a plucky jade

Yo ho ho and a bottle of rum.

 

Fifteen men on a dead man’s chest

Yo ho ho and a bottle of rum

Drink and the devil had done for the rest

Yo ho ho and a bottle of rum.

We wrapped ’em all in a mains’l tight

With twice ten turns of a hawser’s bight

And we heaved ’em over and out of sight,

With a Yo-Heave-Ho! and a fare-you-well

And a sudden plunge in the sullen swell

Ten fathoms deep on the road to hell,

Yo ho ho and a bottle of rum!

 

Although the treasures of the hidden library in the wild world were sealed away inside transparent vaults of the black metal, a party of mighty characters figured out how they could possibly open all forty vault boxes. But even demigods, demigod ascendants and epic characters are sometimes hindered by the puzzles which must be solved in order for the boxes to open. So while taking a break from the treasure seeking, they managed to set off the alarm system which triggered 72 gold golems into action. And while the battle was about to ensue, the contents of 40 boxes glimmered at the adventurers:

1 Epic potion: +1d6 random ability, but lowering 1d3 random ability
2 Epic potion: Improved Fishman
3 *Book: Sharktaming, 2700 pages. Takes 27 days to learn
4 Epic Potion: Lingering Life
5 Epic Tome: Sprinter. Once a day, able to move 10 times your normal speed for one turn (instead of 4).
6 Epic Tome: Disciple of the Sun. Your spells deal double damage (calculate your damage, add bonuses etc., then double it) during the day, but half damage at night. A day lasts from 12:00 to 23:59.
7 Epic Tome: Disciple of the Moon. Opposite from Disciple of the Sun.
8 **Epic Tome: Natural Healer
9 Shirt: Artifact. Impervious to piercing damage.
10 Shirt: Artifact. Impervious to slashing damage.
11 Shirt: Artifact. Impervious to bludgeoning damage.
12 Shirt: Artifact. Half damage from impact/crushing damage.
13 Epic Potion: Wild Green Potion
14 A book about the Stargate
15 Epic Tome: Wild World Survival. Take half damage from all creatures native to the wild world.
16 ***White Crown: Artifact. If Good, +10 hit/dmg/AC, cast one epic spell daily, +5 cha, receive double damage from Evil alignment.
17 Epic Potion: Flaming Red Potion
18 Epic Scroll: Single use. Wild World Mass Teleport Without Error
19 Epic Tome: Wild Dancer Fighting Style. Evasion (DC 40) vs natural attacks from all creatures larger than you.
20 Epic Scroll: Single use. Wild World Heal
21 ****Epic Scroll: Single use. Permanent Alteration
22 Interactive map of the Wild World, displaying the current location of all present demigods
23 A baby cat people in a huge jar. It looks to be 1 day old and alive.
24 ?Grail of the Demigods.
25 ***Green Crown: Artifact. If Neutral, +10 hit/dmg/AC cast one epic spell daily, +5 cha, receive double damage from Neutral alignment
26 Epic Oil: Oil of Armor
27 Epic Potion: Scent
28 ??Guide to Training Smilidons
29 Epic Scroll: Single use. Wild World Resurrection
30 ???300 boks
31 Epic Oil: Oil of Toughness
32 Epic Oil: Oil of Prowess
33 Epic Potion: Improved Spider Climb
34 ????Ring of the Demigods
35 #10 eggs in glass containers
36 ***Black Crown: Artifact. If Evil, +10 hit/dmg/AC cast one epic spell daily, +5 cha, receive double damage from Good alignment
37 ##Epic Scroll: single use. Roar of the Wild
38 ###Artifact: Black Smilidon Armor
39 Epic Oil: Evasive Oil
40 Gauntlets: Artifact. Your hands (but not your weapons) pass through armor, but your damage is halved. No miss chance and double (double of normal, not double of half) damage against incorporeal/ethereal creatures.

All Epic Tomes take 28 consecutive days of reading to learn, but can be reused by someone else afterwards.
*Proficiency: Sharktaming (Cha 30), Able to tame and ride any shark with a successful proficiency check
**All your healing/regen/etc. abilities/proficiencies etc. are doubled. Your healing spells can be casted freely, with no need for memorization/meditation/whatever. They also do not occupy spell slots, and you can cast them unlimited times daily (this also enables your healing/regen/etc. to work in the wild world). Do note, however, that ALL your damage output is halved.
***These crowns cannot be removed. Other effects invoked while wearing them are:
Reroll any one die every playing session, choose best result [Ex]
Opponents of lesser lvl/HD must succeed an opposed CHA check or be unable to attack you [Ex]
The +5 CHA can exceed 25.
****Sacrifice X hit&AC to gain 2X dmg, or X hit&dmg for 2X AC or X dmg&AC for 2X hit
?Requires two hands to use. If you drink from this ever filling grail, you get the effects of a Miracle spell, a Heal spell, Heros Feast and 24 hour Bless. And for the next hour, you gain +1d6 to all stats (roll once, the result counts for all stats). You can only drink from the grail once a day. Every tme you drink from it, you must succeed a DC 30 CON check or lose 1d3 random stat permanently.
??1800 pages. Takes 18 days to learn. Smilidon Training NWP (CHA 35). Proficiency check to befriend a Smilidon (can have a maximum of 1 Smilidon companion pr. 10 CHA). Each Smilidon can learn 1d6 tricks.
???A collection on creating intelligent, trainable, Huge sized Tyrannosaurus Rex. Each book is 300 pages long. It takes 900 days to read all the books and an INT check DC 50 is needed to learn how to create these dinosaurs. But you also need a lab suited for creature creation to do this.
????This ring has 10 settings, and you must pick one which applies to you. This setting cannot be changed:
1 Immune to critical hits
2 Immune to non-epic spells
3 Immune to non-epic weapons
4 Immune to natural attacks and natural/magical abilities of non-demigods
5 Immune to all natural and magical (non-epic) diseases and curses
6 Immune to all poisons
7 Triple base movement
8 Bypass critical immunity up to and including demigods
9 Immune to all non-magical energy damage
10 Immune to all damage and effects caused by one chosen non-demigod individual
At the beginning of every playing session, the DM rolls a d100. There is a cumulative 1% chance that you have lost the ring before the session starts. If you lose the ring, you will never find it again. If someone else finds it, you can never own it, regardless. Also, once you lose it, you also lose the ability you gained from it, along with 2d6 random ability score.
#These eggs are dinosaur eggs, ready to hatch. Once hatched, they will take 1 year to grow to adult, Huge size. They are trainable, intelligent Tyrannosaurus Rex, 5 of each sex.
##Permanent effect. Roar as a free action [Ex]: All friendlies within 5 feet pr. lvl gain +5 hit/dmg
###The armor is created from the black metal: +50 AC, +50 DR/All, +50 hit, +50 dmg, +100% MR, double base movement

Hidden in an underground chamber with no evident entrance or exit, a humongous artifact tome was placed on a pedestal in the middle of the room. An adventuring party stumbled upon the chamber when one of them was dragged into an underlying and broken aquarium by a fleeing monster whose intentions were to devour said adventurer as an early snack. The poor svirfneblin was saved and the treasures of the chamber above were up for grabs. Waiting for no one, the demigod of the party, the mighty necromancer Anthrax, approached the tome, opened it and begun his studies.

The Codex of the Demigods is 1,5m tall, 1m wide (2m in opened condition) and 0,5m thick. If you try to open it, it will annihilate you unless you succeed a DC 30 INT check. In any event, you still take 1d20X20 damage. None of these effects can be reduced or affected in any way. Should you survive this, the Codex has deemed you worthy of reading the pages within.

Once you start reading, you need a successful Spellcraft check DC 60 each day. If you succeeed, you gain a new power that day. If you fail the check, the day is spent reading with no effect. However, you must also make a WIS check DC 20 (+1 pr. additional day spent reading) every day or go insane (yet another unavoidable effect of using this artifact). In order to cure this insanity, someone must cast a Miracle spell on you. But your WIS will be permanently lowered by 1d10 afterwards.

Every day you learn a new power, the DM rolls a d20 and grants you a power from this table:

1    +1 STR
2    +1 CON
3    +1 DEX
4    +1 INT
5    +1 WIS
6    +1 CHA
7    +1 epic feat
8    +1 NWP
9    +1 WP
10    +5 hit
11    +5 physical damage
12    +30% MR
13    +30% spell penetration
14    +30 HP
15    +10 natural AC
16    +10 DR/All
17    +10 SR/All
18    +10 Fast Healing*
19    +5 Regeneration*
20    +1 Epic Spell daily**

*This ability works in the Wild World
**Choose 1 spell. This is a permanent choice and the spell cannot be replaced. You may choose a spell you do not already know.

BEWARE:
After learning 20 powers, you will lose 1d6 random ability score pr. additional power gained

All items made from adamantite are considered Epic due to the nature of the metal. Adamantite is extremely rare, dangerous to mine for, and only a selected few know how to work it. Dwarwen smiths are the most knowledgeable.

Adamantite grants the following traits to crafted items (non-magical traits):

Weapons:
Either: increase crit range by 2 (01-49%) or critical hits deal X1 more dmg (50-98%) or bypass stoneskin (99-00%).

Armors:
Chest armor: Provides 5 better AC than other armors.
Gauntlets: +5 to hit on melee attacks
Boots: +50% movement speed
Helmets:  Immunity vs critical hits and +5% magic resistance

Queen Tigra of the wild world rested undisturbed in her chambers for 12.000 years until some adventurers made their way inside and woke up her golden hydra golem protector. After finishing off the protector, they proceeded to undress and loot the mumified corpse of the once glorious queen. Happily, they ventured on after distributing her personal belongings amongst themselves. Little did they know that they had picked up something else there, too…..

Dinosaur Hide Armor:
+ 30 AC (Ex)
DR 20/All (Ex)
+5 enchantment bonus to AC (Su) (grants a total of +35 AV)

Dinosaur Bone Bow:
Strength Bow (Ex)
Double Range (Ex)
Arrows fired deal double damage (on the die roll) (Ex)
Unbreakable (Ex)
+5 enchantment bonus to hit and damage (Su)

Dinosaur Arrows:
1d12 damage (Ex)
Ignore Stoneskin (Ex)
Unbreakable (Ex)
Target is Slowed when hit (as per spell, saves/MR apply) (Sp)

Dinosaur Hide Quiver:
24 arrows
Enchanted to return to the Dinosaur Quiver 1 round after they have been removed (Su)

2 Dinosaur Longswords:
1d20 dmg (Ex)
Ignore Stoneskin (Ex)
+5 enchantment to hit and damage (Su)
Keen (crits on 17-19) (Su)
Sharpness (cuts limbs on natural 20) (Su)

Jewelry:
Ring of Protection +5
Ring of +1 All Abilities (can go above 25)
Amulet of Power (+5 natural AC, +5 hit, and Leap STR meter forward or 1/2 STR upward as move action)

 

The amulet that Artemis made to Knarg in exchange for funds to make his helmet.

He was thinking of making something with a bow or an archer but he could not come up with a design he was happy with. So he went for a raven design instead. Wearing his mask Knarg did indeed look like a scary raven anyway and at times he had also transformed in to one, so it was only fitting.

 

+3 Dmg

Always hits on the first strike

 

 

 

Artemis had long missed a suitable helmet that could better protect him in battle and when he finally got some time off, he decided to make one himself. It should be something simple but powerful. He had just the material that he needed but funds were scarce. Since Anthrax always seemed to have a lot of gold he made a deal with him to make Knarg an amulett if he funded the helmet.

The result was perfect. A simple helmet that gave him better protection, but also gave him some extra punch when needed.

 

+10 AC

If activated reduces nr. of attacks by half but doubles the damage

 

Adamantium bonuses:

Imune to critical hits

+5% MR

 

 

 

 

 

 

After Tyr sacrificed his hand to bind the Fenris Wolf, he could no longer use his signature weapon, his two handed spiked chain. Therefore, it was put away and forgotten until one of the ravens of Odin, Hugin, broke into Tyr’s home and stole it just before Ragnarok. Hugin later died at the hands of powerful adventurers, who claimed the relic as their own.

 

 

 

 

 

 

 

 

 

 

 

 

Spiked Chain of Tyr is a 2-handed signature weapon with 20 levels. Each level requires 100.000 xp.
The Chain also changes size and damage output according to the size of the wielder.

Wielder’s Size        Size of Chain        Base damage
Small                        Medium                 1d10 X2
Medium                  Large                       2d10 X2
Large                        Huge                       3d10 X2
Huge                        Gargantuan           4d10 X2
Gargantuan           Colossal                  5d10 X2
Colossal                  Colossal                  6d10 X2

Level    Abilities
1    Double attacks each swing (one hit roll, either both attacks hit or both miss) (Ex)
2    +1 hit/dmg/AC pr. even levels (Su)
3    Vampiric Life Stealing (Su)
4    +1 Crit Rating (Ex)
5    Level Drain (4 levels) (Su)
6    Chain of Free Action (Su)
7    Int bonus to hit (Ex)
8    Riposte, AoO after successful parries (Ex)
9    Critical hits lower targets Strength by 1 for 24 hours (Ex)
10    Crushing! (deals crushing damage instead of bludgeoning, therefore igoring stoneskin) (Ex)
11    +1 damage pr d10
12    +4 to confirm critical hits
13    +X1 crit damage (pr. ball, so a medium sized chain would deal (1d10 X2) X4 on a successful crit)
14    Able to critically hit undeads, dragons and constructs
15    Giantslayer! All giants take triple the amount of d10 damage
16    1 Free Parry against all attacks (Ex)
17    Hindering Strikes. Target’s hit and movement lowered by 1 pr. hit (Ex)
18    Outsiderbane! Outsiders take triple the amount of d10 damage
19    Remove target’s MR for 1 round on a natural 20 (Ex)
20    All hits deal maximum damage